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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UWorld
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include | #include "Engine/World.h" |
Syntax
class UWorld :
public UObject,
public FNetworkNotify
Remarks
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
A World can be a single Persistent Level with an optional list of streaming levels that are loaded and unloaded via volumes and blueprint functions or it can be a collection of levels organized with a World Composition.
In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.
Variables
Type | Name | Description | |
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TArray< TObjectPtr< AActor > > | ActiveGroupActors | Group actors currently "active". |
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TArray< TSharedPtr< FAsyncPreRegisterDDCRequest > > | AsyncPreRegisterDDCRequests | List of DDC async requests we need to wait on before we register components. Game thread only. |
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FAudioDeviceHandle | AudioDeviceHandle | Handle to the active audio device for this world. |
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double | AudioTimeSeconds | Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped. |
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TArray< class AAudioVolume * > | AudioVolumes | Set of AudioVolumes sorted by |
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uint8: 1 | bActorsInitialized | Whether actors have been initialized for play |
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uint8: 1 | bAggressiveLOD | Frame rate is well below DesiredFrameRate, so make LOD more aggressive |
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uint8: 1 | bAllowAudioPlayback | Indicates this scene always allows audio playback. |
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uint8: 1 | bAreConstraintsDirty | Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed. |
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uint8: 1 | bBegunPlay | Whether BeginPlay has been called on actors |
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uint8: 1 | bCreateRenderStateForHiddenComponentsWithCollsion | If TRUE, 'hidden' components will still create render proxy, so can draw info (see USceneComponent::ShouldRender) |
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bool | bDebugDrawAllTraceTags | When set to true, all scene queries will be drawn |
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uint8: 1 | bDebugFrameStepExecutedThisFrame | Indicates that a single frame advance happened this frame. |
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uint8: 1 | bDebugFrameStepExecution | When set, will tell us to pause simulation after one tick. |
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uint8: 1 | bDebugPauseExecution | Kismet debugging flags - they can be only editor only, but they're uint32, so it doesn't make much difference. |
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uint8: 1 | bDoDelayedUpdateCullDistanceVolumes | True we want to execute a call to UpdateCulledTriggerVolumes during Tick |
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uint8: 1 | bDropDetail | Frame rate is below DesiredFrameRate, so drop high detail actors |
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uint8: 1 | bEnableTraceCollision | This is special flag to enable collision by default for components that are not Volume currently only used by editor level viewport world, and do not use this for in-game scene |
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uint8: 1 | bForceUseMovementComponentInNonGameWorld | Special flag to enable movement component in non game worlds (see UMovementComponent::OnRegister) |
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uint8: 1 | bInTick | Whether we are in the middle of ticking actors/components or not |
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uint8: 1 | bIsBuilt | Whether we have already built the collision tree or not |
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uint8: 1 | bIsCameraMoveableWhenPaused | When set, camera is potentially moveable even when paused |
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uint8: 1 | bIsDefaultLevel | That map is default map or not |
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uint8: 1 | bIsLevelStreamingFrozen | Is level streaming currently frozen? |
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uint8: 1 | bIsNameStableForNetworking | If True, overloaded method IsNameStableForNetworking will always return true. |
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uint8: 1 | bIsRunningConstructionScript | If true this world is in the process of running the construction script for an actor |
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uint8: 1 | bIsTearingDown | Is the world being torn down |
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uint8: 1 | bIsWorldInitialized | Whether world object has been initialized via Init and has not yet had CleanupWorld called |
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uint8: 1 | bKismetScriptError | This is a bool that indicates that one or more blueprints in the level (blueprint instances, level script, etc) have compile errors that could not be automatically resolved. |
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uint8: 1 | bMatchStarted | Whether the match has been started |
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uint8: 1 | bPlayersOnly | When ticking the world, only update players. |
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uint8: 1 | bPlayersOnlyPending | Indicates that at the end the frame bPlayersOnly will be set to true. |
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uint8: 1 | bPostTickComponentUpdate | Indicates that during world ticking we are doing the final component update of dirty components (after PostAsyncWork and effect physics scene has run. |
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uint8: 1 | bPurgedScene | Indicates that the renderer scene for this editor world was purged while Play-in-Editor. |
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uint8: 1 | bRequestedBlockOnAsyncLoading | Whether it was requested that the engine bring up a loading screen and block on async loading. |
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uint8: 1 | bShouldSimulatePhysics | If true this world will tick physics to simulate. |
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uint8: 1 | bStartup | Is the world in its actor initialization phase. |
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uint8: 1 | bTickNewlySpawned | We are in the middle of actor ticking, so add tasks for newly spawned actors |
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uint8: 1 | bToggledBetweenPIEandSIEThisFrame | Indicates that toggling between Play-in-Editor and Simulate-in-Editor happened this frame. |
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uint8: 1 | bTriggerPostLoadMap | Triggers a call to PostLoadMap() the next Tick, turns off loading movie if LoadMap() has been called. |
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uint8: 1 | bWorldWasLoadedThisTick | Set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel) |
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TArray< FWorldCachedViewInfo > | CachedViewInfoRenderedLastFrame | Cached view information from the last rendered frame. |
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FName | CommittedPersistentLevelName | Name of persistent level if we've loaded levels via CommitMapChange() that aren't normally in the StreamingLevels array (to inform newly joining clients) |
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TObjectPtr< class UContentBundleManager > | ContentBundleManager | |
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FName | DebugDrawTraceTag | When non-'None', all line traces where the TraceTag match this will be drawn |
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TSharedPtr< FPhysScene_Chaos > | DefaultPhysicsScene_Chaos | Default global physics scene. |
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float | DeltaRealTimeSeconds | Frame delta time in seconds with no adjustment for time dilation. |
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float | DeltaTimeSeconds | Frame delta time in seconds adjusted by e.g. time dilation. |
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TArray< FLevelViewportInfo > | EditorViews | Saved editor viewport states - one for each view type. |
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FEndPhysicsTickFunction | EndPhysicsTickFunction | Tick function for ending physics |
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TArray< TObjectPtr< UObject > > | ExtraReferencedObjects | Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd |
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EFlushLevelStreamingType | FlushLevelStreamingType | Whether we flushing level streaming state |
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TObjectPtr< class ULineBatchComponent > | ForegroundLineBatcher | Foreground Line Batchers. This can't be Persistent. |
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FFXSystemInterface * | FXSystem | Interface to the FX system managing particles and related effects for this world. |
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FOnGameStateSetEvent | GameStateSetEvent | Called whenever the gamestate is set on the world. |
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FHierarchicalLODBuilder * | HierarchicalLODBuilder | Hierarchical LOD System. |
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double | LastRenderTime | WorldTimeSeconds when this world was last rendered. |
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double | LastTimeUnbuiltLightingWasEncountered | Time in FPlatformTime::Seconds unbuilt time was last encountered. |
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TArray< TObjectPtr< class ULayer > > | Layers | List of all the layers referenced by the world's actors |
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TObjectPtr< class ULineBatchComponent > | LineBatcher | Line Batchers. All lines to be drawn in the world. |
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uint32 | LWILastAssignedUID | Tracks the last assigned unique id for light weight instances in this world. |
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TObjectPtr< class AParticleEventManager > | MyParticleEventManager | Particle event manager |
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TObjectPtr< class UNetDriver > | NetDriver | The NAME_GameNetDriver game connection(s) for client/server communication |
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TObjectPtr< class AGameNetworkManager > | NetworkManager | Instance of this world's game-specific networking management |
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float | NextSwitchCountdown | Amount of time to wait before traveling to next map, gives clients time to receive final RPCs |
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TEnumAsByte< ETravelType > | NextTravelType | The type of travel to perform next when doing a server travel |
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FString | NextURL | The URL to be used for the upcoming server travel |
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uint32 | NumLightingUnbuiltObjects | This is a int on the level which is set when a light that needs to have lighting rebuilt is moved. |
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int32 | NumTextureStreamingDirtyResources | Num of resources that have changed since the last texture streaming build. Updated in map check. |
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int32 | NumTextureStreamingUnbuiltComponents | Num of components missing valid texture streaming data. Updated in map check. |
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uint32 | NumUnbuiltReflectionCaptures | |
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FOnWorldInitializedActors | OnActorsInitialized | |
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FOnBeginPostProcessSettings | OnBeginPostProcessSettings | |
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FOnWorldBeginPlay | OnWorldBeginPlay | |
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FOnMatchStarting | OnWorldMatchStarting | |
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FName | OriginalWorldName | Original World Name before PostLoad rename. Used to get external actors on disk. |
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FIntVector | OriginLocation | Current location of this world origin |
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FVector | OriginOffsetThisFrame | World origin offset value. Non-zero only for a single frame when origin is rebased |
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FParticlePerfStats * | ParticlePerfStats | Tracking for VFX cost for this world. |
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double | PauseDelay | Time at which to start pause |
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FWorldInGamePerformanceTrackers * | PerfTrackers | Experimental: In game performance tracking. |
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TArray< TObjectPtr< UObject > > | PerModuleDataObjects | External modules can have additional data associated with this UWorld. |
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TObjectPtr< class ULevel > | PersistentLevel | Persistent level containing the world info, default brush and actors spawned during gameplay among other things |
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TObjectPtr< class ULineBatchComponent > | PersistentLineBatcher | Persistent Line Batchers. They don't get flushed every frame. |
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TObjectPtr< class UPhysicsCollisionHandler > | PhysicsCollisionHandler | Instance of this world's game-specific physics collision handler |
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TObjectPtr< class UPhysicsFieldComponent > | PhysicsField | Physics Field component. |
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TSharedPtr< FPhysScene_Chaos > | PhysicsScene_Chaos | Note that this should be merged with PhysScene going forward but is needed for now. |
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int32 | PlayerNum | Counter for allocating game- unique controller player numbers |
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TArray< IInterface_PostProcessVolume * > | PostProcessVolumes | An array of post processing volumes, sorted in ascending order of priority. |
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TArray< FName > | PreparingLevelNames | Array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients) |
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double | RealTimeSeconds | Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped. |
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FIntVector | RequestedOriginLocation | Requested new world origin location |
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FSceneInterface * | Scene | The interface to the scene manager for this world. |
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FStartPhysicsTickFunction | StartPhysicsTickFunction | Tick function for starting physics |
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FString | StreamingLevelsPrefix | Prefix we used to rename streaming levels, non empty in PIE and standalone preview |
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int32 | StreamingVolumeUpdateDelay | Number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet (INDEX_NONE for infinite) |
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TObjectPtr< class UThumbnailInfo > | ThumbnailInfo | Information for thumbnail rendering |
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TEnumAsByte< ETickingGroup > | TickGroup | The current ticking group |
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FTickTaskLevel * | TickTaskLevel | Data structures for holding the tick functions that are associated with the world (line batcher, etc) |
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double | TimeSeconds | Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped. |
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double | UnpausedTimeSeconds | Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped. |
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FURL | URL | The URL that was used when loading this World. |
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TArray< FVector > | ViewLocationsRenderedLastFrame | View locations rendered in the previous frame, if any. |
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TObjectPtr< class UWorldComposition > | WorldComposition | All levels information from which our world is composed |
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TEnumAsByte< EWorldType::Type > | WorldType | The type of world this is. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UWorld
(
const FObjectInitializer& ObjectInitializer |
UWorld default constructor |
Destructors
Type | Name | Description | |
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~UWorld () |
Functions
Type | Name | Description | |
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void | AddController
(
AController* Controller |
Inserts the passed in controller at the front of the linked list of controllers. |
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bool | Add a level to the level list. | |
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FDelegateHandle | AddMovieSceneSequenceTickHandler
(
const FOnMovieSceneSequenceTick::FDelegate& InHandler |
Adds a tick handler for sequences. These handlers get ticked before pre-physics |
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void | AddNetworkActor
(
AActor* Actor |
Adds the passed in actor to the special network actor list This list is used to specifically single out actors that are relevant for networking without having to scan the much large list |
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FDelegateHandle | AddOnActorDestroyedHandler
(
const FOnActorDestroyed::FDelegate& InHandler |
Add a listener for OnActorDestroyed events |
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FDelegateHandle | AddOnActorPreSpawnInitialization
(
const FOnActorSpawned::FDelegate& InHandler |
Add a listener for OnActorPreSpawnInitialization events |
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FDelegateHandle | AddOnActorRemovedFromWorldHandler
(
const FOnActorRemovedFromWorld::FDelegate& InHandler |
Add a listener for OnActorRemovedFromWorld events |
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FDelegateHandle | AddOnActorSpawnedHandler
(
const FOnActorSpawned::FDelegate& InHandler |
Add a listener for OnActorSpawned events |
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FDelegateHandle | AddOnFeatureLevelChangedHandler
(
const FOnFeatureLevelChanged::FDelegate& InHandler |
Add a listener for OnFeatureLevelChanged events |
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FDelegateHandle | AddOnPostRegisterAllActorComponentsHandler
(
const FOnPostRegisterAllActorComponents::FDelegate& InHandler |
Add a listener for OnPostRegisterAllActorComponents events |
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FDelegateHandle | AddOnPreUnregisterAllActorComponentsHandler
(
const FOnPreUnregisterAllActorComponents::FDelegate& InHandler |
Add a listener for OnPreUnregisterAllActorComponents events |
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void | AddParameterCollectionInstance
(
UMaterialParameterCollection* Collection, |
Adds a new instance of the given collection, or overwrites an existing instance if there is one. |
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void | AddPhysicsVolume
(
APhysicsVolume* Volume |
Add a physics volume to the list of those in the world. |
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void | AddPostProcessingSettings
(
FVector ViewLocation, |
Called when a scene view for this world needs the worlds post process settings computed |
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void | AddReferencedObjects
(
UObject* InThis, |
|
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void | AddStreamingLevel
(
ULevelStreaming* StreamingLevelToAdd |
Add a streaming level to the list of streamed levels to consider. |
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void | AddStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToAdd |
Add multiple streaming levels to the list of streamed levels to consider. |
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void | AddToWorld
(
ULevel* Level, |
Associates the passed in level with the world. |
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void | AddUniqueStreamingLevel
(
ULevelStreaming* StreamingLevelToAdd |
Add a streaming level to the list of streamed levels to consider. |
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void | AddUniqueStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToAdd |
Add multiple streaming levels to the list of streamed levels to consider. |
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bool | Returns whether audio playback is allowed for this scene. | |
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bool | Returns whether the level streaming code is allowed to issue load requests. | |
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bool | Returns true if the actors have been initialized and are ready to start play | |
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bool | Returns whether all the 'always loaded' levels are loaded. | |
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FTraceHandle | AsyncLineTraceByChannel
(
EAsyncTraceType InTraceType, |
Interface for Async. |
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FTraceHandle | AsyncLineTraceByObjectType
(
EAsyncTraceType InTraceType, |
Interface for Async. |
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FTraceHandle | AsyncLineTraceByProfile
(
EAsyncTraceType InTraceType, |
Interface for Async. |
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void | Requests async loading of any 'always loaded' level. | |
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FTraceHandle | AsyncOverlapByChannel
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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FTraceHandle | AsyncOverlapByObjectType
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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FTraceHandle | AsyncOverlapByProfile
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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FTraceHandle | AsyncSweepByChannel
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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FTraceHandle | AsyncSweepByObjectType
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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FTraceHandle | AsyncSweepByProfile
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
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void | BeginPlay () |
Start gameplay. |
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void | Mark the world as being torn down | |
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void | Updates world's level streaming state using active game players view and blocks until all sub - levels are loaded / visible / hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. | |
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void | Broadcasts that the number of levels has changed. | |
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FString | BuildPIEPackagePrefix
(
int32 PIEInstanceID |
Return the prefix for PIE packages given a PIE Instance ID |
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void | Cancels pending map change (: we can't cancel pending async loads, so this won't immediately free the memory) | |
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void | ChangeFeatureLevel
(
ERHIFeatureLevel::Type InFeatureLevel, |
Change the feature level that this world is current rendering with |
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void | Remove NULL entries from actor list. | |
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void | CleanupWorld
(
bool bSessionEnded, |
Cleans up components, streaming data and assorted other intermediate data. |
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void | ClearActorComponentEndOfFrameUpdate
(
UActorComponent* Component |
Clears the need for a component to have a end of frame update |
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void | Remove internal references to pending demo net driver when starting a replay, but do not destroy it. | |
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void | ClearNetDriver
(
UNetDriver* Driver |
Remove all internal references to this net driver, but do not destroy it. Called by the engine when destroying the driver. |
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void | Reset the streaming levels array | |
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void | Clears all level components and world components like e.g. line batcher. | |
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void | Actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior | |
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void | Commits changes made to the surfaces of the UModels of all levels. | |
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bool | ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps |
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bool | ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps |
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bool | ComponentOverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using a specific channel, and determine the set of components that it overlaps |
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bool | ComponentOverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using a specific channel, and determine the set of components that it overlaps |
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bool | ComponentSweepMulti
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component, and determine the set of components that it hits. |
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bool | ComponentSweepMulti
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component, and determine the set of components that it hits. |
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bool | ComponentSweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits. |
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bool | ComponentSweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits. |
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void | Calls ULevel::BuildStreamingData(this,NULL,NULL) if it has been triggered within the last few seconds. | |
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bool | ContainsActor
(
AActor* Actor |
Returns whether the passed in actor is part of any of the loaded levels actors array. |
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bool | ContainsLevel
(
ULevel* InLevel |
Does the level list contain the given level. |
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FString | ConvertToPIEPackageName
(
const FString& PackageName, |
Given a PackageName and a PIE Instance ID return the name of that Package when being run as a PIE world |
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void | CopyGameState
(
AGameModeBase* FromGameMode, |
Copies GameState properties from the GameMode. |
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UAISystemBase * | AISystem getter. | |
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void | Creates a new FX system for this world | |
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void | CreatePhysicsScene
(
const AWorldSettings* Settings |
Creates a new physics scene for this world. |
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UWorld * | CreateWorld
(
const EWorldType::Type InWorldType, |
Static function that creates a new UWorld and returns a pointer to it |
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bool | DebugDrawSceneQueries
(
const FName& UsedTraceTag |
|
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void | DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
|
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void | DelayStreamingVolumeUpdates
(
int32 InFrameDelay |
Sets the number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet |
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void | DeSelectLevel
(
ULevel* InLevel |
Flag a level as not selected. |
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bool | DestroyActor
(
AActor* Actor, |
Removes the actor from its level's actor list and generally cleans up the engine's internal state. |
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void | Destroys the current demo net driver. | |
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bool | DestroySwappedPC
(
UNetConnection* Connection |
Looks for a PlayerController that was being swapped by the given NetConnection and, if found, destroys it (because the swap is complete or the connection was closed) |
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void | DestroyWorld
(
bool bInformEngineOfWorld, |
Destroy this World instance. |
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void | DuplicateRequestedLevels
(
const FName MapName |
Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels. |
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UWorld * | DuplicateWorldForPIE
(
const FString& PackageName, |
Given a loaded editor UWorld, duplicate it for play in editor purposes with OwningWorld as the world with the persistent level. |
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bool | EditorDestroyActor
(
AActor* Actor, |
Wrapper for DestroyActor() that should be called in the editor. |
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bool | EncroachingBlockingGeometry
(
const AActor* TestActor, |
True if Actor would encroach at TestLocation on something that blocks it. |
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void | Ensures that the collision detection tree is fully built. | |
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bool | Exec
(
UWorld* InWorld, |
Handle Exec/Console Commands related to the World |
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UWorld | final
(
const FObjectInitializer& ObjectInitializer |
|
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FLevelCollection * | FindCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. |
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const FLevelCollection * | FindCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. |
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int32 | FindCollectionIndexByType
(
const ELevelCollectionType InType |
Returns the index of the FLevelCollection with the given InType, or INDEX_NONE if a collection of that type hasn't been created yet. |
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FLevelCollection & | FindOrAddCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType. |
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int32 | FindOrAddCollectionByType_Index
(
const ELevelCollectionType InType |
Returns the index of the first FLevelCollection of the given InType. |
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bool | FindTeleportSpot
(
const AActor* TestActor, |
Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation. |
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UWorld * | FindWorldInPackage
(
UPackage* Package |
Given a package, locate the UWorld contained within if one exists |
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void | Waits for the physics scene to be done processing | |
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void | Flush any pending parameter collection updates to the render thrad. | |
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void | FlushLevelStreaming
(
EFlushLevelStreamingType FlushType |
Flushes level streaming in blocking fashion and returns when all levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. |
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UWorld * | FollowWorldRedirectorInPackage
(
UPackage* Package, |
If the specified package contains a redirector to a UWorld, that UWorld is returned. |
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const FLevelCollection * | Returns the level collection which currently has its context set on this world. | |
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int32 | Returns the index of the level collection which currently has its context set on this world. | |
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ULevel * | Returns the active lighting scenario for this world or NULL if none. | |
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int32 | Returns the actor count. | |
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FString | Return the URL of this level, which may possibly exist on a remote machine. | |
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const UAISystemBase * | GetAISystem () |
AISystem const getter |
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UAISystemBase * | GetAISystem () |
AISystem getter |
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bool | ||
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FAudioDeviceHandle | Get the audio device used by this world. | |
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FAudioDevice * | Returns the audio device associated with this world. | |
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AAudioVolume * | GetAudioSettings
(
const FVector& ViewLocation, |
Finds the audio settings to use for a given view location, taking into account the world's default settings and the audio volumes in the world. |
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double | Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped | |
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AGameModeBase * | Returns the current Game Mode instance, which is always valid during gameplay on the server. | |
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T * | Returns the current Game Mode instance cast to the template type. | |
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FConstCameraActorIterator | Get an iterator for the list of CameraActors that auto-activate for PlayerControllers. | |
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const UAvoidanceManager * | Avoidance manager getter | |
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UAvoidanceManager * | Avoidance manager getter | |
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int32 | Returns BlockTillLevelStreamingCompletedEpoch. | |
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const FBlueprintToDebuggedObjectMap & | Return the array of objects currently bieng debugged. | |
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UCanvas * | ||
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UCanvas * | Gets the canvas object for rendering to a render target. Will allocate one if needed. | |
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UChaosEventRelay * | Access to the ChaosEventRelay to access all registered events. | |
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FConstControllerIterator | Returns an iterator for the controller list. | |
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ULevel * | Get the CurrentLevel for this world. | |
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ULevel * | Returns the level, if any, in the process of being made invisible | |
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ULevel * | Returns the level, if any, in the process of being made visible | |
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UDataLayerManager * | Returns the UDataLayerManager associated with this world. | |
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FString | Returns a human friendly display string for the current world (showing the kind of world when in multiplayer PIE) | |
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ABrush * | Returns the default brush for the persistent level. | |
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float | Returns the Z component of the default world gravity. | |
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APhysicsVolume * | Returns the default physics volume and creates it if necessary. | |
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float | Returns the frame delta time in seconds adjusted by e.g. time dilation. | |
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UDemoNetDriver * | Gets the demo net driver for this world. | |
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int32 | ||
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UWorld * | GetDuplicatedWorldForPIE
(
UWorld* InWorld, |
Duplicate the editor world to create the PIE world. |
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PRAGMA_DISABLE_DEPRECATION_WARNINGSERHIFeatureLevel::Type | ||
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T * | Get the first valid local player via the first player controller. | |
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ULocalPlayer * | Get the first valid local player via the first player controller. | |
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T * | May return NULL if the cast fails. | |
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APlayerController * | ||
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UGameInstance * | Returns the owning game instance for this world | |
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T * | Returns the OwningGameInstance cast to the template type. | |
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T * | Returns the OwningGameInstance cast to the template type, asserting that it is of the correct type. | |
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T * | GetGameState () |
Returns the current GameState instance cast to the template type. |
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AGameStateBase * | GetGameState () |
Returns the current GameState instance. |
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UGameViewportClient * | Returns a reference to the game viewport displaying this world if one exists. | |
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float | GetGravityZ () |
Returns the Z component of the current world gravity. |
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bool | Whether the world is currently in a BlockTillLevelStreamingCompleted() call | |
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FLatentActionManager & | Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this. | |
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ULevel * | GetLevel
(
int32 InLevelIndex |
Return the level with the given index. |
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const TArray< FLevelCollection > & | Returns a read-only reference to the list of level collections in this world. | |
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FConstLevelIterator | Returns an iterator for the level list. | |
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const TArray< class ULevel * > & | GetLevels () |
Return the list of levels in this world. |
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ALevelScriptActor * | GetLevelScriptActor
(
ULevel* OwnerLevel |
Returns the current (or specified) level's level scripting actor |
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ULevelStreaming * | GetLevelStreamingForPackageName
(
FName PackageName |
Utility for returning the ULevelStreaming object for a particular sub-level, specified by package name |
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void | GetLightMapsAndShadowMaps
(
ULevel* Level, |
Gets all LightMaps and ShadowMaps associated with this world. |
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FString | GetLocalURL () |
Return the URL of this level on the local machine. |
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const FString | GetMapName () |
Returns the name of the current map, taking into account using a dummy persistent world and loading levels into it via PrepareMapChange. |
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UModel * | GetModel () |
Returns the current levels BSP model. |
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UNavigationSystemBase * | NavigationSystem getter | |
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const UNavigationSystemBase * | NavigationSystem const getter | |
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UNetDriver * | GetNetDriver () |
Used to get a net driver object. |
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ENetMode | GetNetMode () |
Returns the net mode this world is running under. |
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int32 | Get the count of all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. | |
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FConstPhysicsVolumeIterator | Get an iterator for all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. | |
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int32 | ||
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int32 | GetNumLevels () |
Return the number of levels in this world. |
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int32 | ||
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int32 | Return the number of levels in this world. | |
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uint16 | ||
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UMaterialParameterCollectionInstance * | GetParameterCollectionInstance
(
const UMaterialParameterCollection* Collection |
Gets this world's instance for a given collection. |
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FPhysScene * | Returns a pointer to the physics scene for this world. | |
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FConstPlayerControllerIterator | ||
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int32 | Returns the actor count. | |
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FWorldPSCPool & | GetPSCPool () |
|
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double | Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped | |
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ULevel * | GetSelectedLevel
(
int32 InLevelIndex |
Return the selected level with the given index. |
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TArray< TObjectPtr< class ULevel > > & | Return the list of selected levels in this world. | |
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const AServerStreamingLevelsVisibility * | Returns the object used to query server streaming level visibility. | |
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bool | ||
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bool | ||
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bool | GetSoftObjectPathMapping
(
FString& OutSourceWorldPath, |
If World Package is instanced return a mapping that can be used to fixup SoftObjectPaths for this world |
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const TArray< ULevelStreaming * > & | Return a const version of the streaming levels array | |
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TSubsystemClass * | GetSubsystem
(
const UWorld* World |
Get a Subsystem of specified type from the provided GameInstance returns nullptr if the Subsystem cannot be found or the GameInstance is null |
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TSubsystemClass * | GetSubsystem () |
Get a Subsystem of specified type |
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const TArray< TSubsystemClass * > & | Get all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | |
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UWorldSubsystem * | GetSubsystemBase
(
TSubclassOf< UWorldSubsystem > SubsystemClass |
Get a Subsystem of specified type |
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FGameTime | GetTime () |
Returns the dilatable time |
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FTimerManager & | Returns TimerManager instance for this world. | |
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double | Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped | |
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double | Returns time in seconds since world was brought up for play, IS NOT stopped when game pauses, IS dilated/clamped | |
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UWorld * | GetWorld () |
|
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AWorldDataLayers * | Returns the AWorldDataLayers actor associated with this world. | |
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UWorldPartition * | Returns the UWorldPartition associated with this world. | |
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AWorldSettings * | GetWorldSettings
(
bool bCheckStreamingPersistent, |
Returns the AWorldSettings actor associated with this world. |
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void | Called from DemoNetDriver when playing back a replay and the timeline is successfully scrubbed | |
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bool | HasBegunPlay () |
Returns true if gameplay has already started, false otherwise. |
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bool | Returns true if a DefaultPhysicsVolume has been created. | |
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bool | Returns true if we have any updates that have been deferred to the end of the current frame. | |
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bool | Returns whether InitWorld has ever been called since this World was created. | |
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bool | Indicates that the world has marked contained objects as pending kill | |
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bool | Returns true if there is at least one level being considered for update | |
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bool | HasSubsystem () |
Check if world has a subsystem of the specified type |
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bool | HasSubsystem
(
const UWorld* World |
Check if world has a subsystem of the specified type from the provided GameInstance returns false if the Subsystem cannot be found or the GameInstance is null |
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void | InitializeActorsForPlay
(
const FURL& InURL, |
Initializes all actors and prepares them to start gameplay |
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void | InitializeNewWorld
(
const InitializationValues IVS, |
Initializes a newly created world. |
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void | Initialize all world subsystems | |
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void | InitWorld
(
const FWorldInitializationValues IVS |
Initializes the world, associates the persistent level and sets the proper zones. |
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void | InsertPostProcessVolume
(
IInterface_PostProcessVolume* InVolume |
Inserts a post process volume into the world in priority order |
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void | Purges all sky capture cached derived data. | |
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void | InvalidateModelGeometry
(
ULevel* InLevel |
Invalidates the cached data used to render the levels' UModel. |
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void | InvalidateModelSurface
(
bool bCurrentLevelOnly |
Discards the cached data used to render the levels' UModel. |
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bool | ||
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bool | Returns true if this world is any kind of editor world (including editor preview worlds) | |
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bool | IsGameWorld () |
Returns true if this world is any kind of game world (including PIE worlds) |
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bool | Returns whether InitWorld has been called without yet calling CleanupWorld. | |
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bool | ||
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bool | IsInstanced () |
Returns true if world package is instanced. |
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bool | IsLevelSelected
(
ULevel* InLevel |
Query whether or not a level is selected. |
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bool | ||
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bool | Check if movie sequences tick handler is bound at all | |
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bool | Retrieves information whether all navigation with this world has been rebuilt | |
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bool | IsNetMode
(
ENetMode Mode |
Test whether net mode is the given mode. |
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bool | IsPartitionedWorld
(
const UWorld* InWorld |
Returns true if world contains an associated UWorldPartition object. |
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bool | Returns true if world contains an associated UWorldPartition object. | |
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bool | IsPaused () |
|
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bool | Returns whether script is executing within the editor. | |
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bool | Returns true if the demo net driver exists and is playing a client recorded replay. | |
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bool | Returns true if we are currently playing a replay | |
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bool | Returns whether script is executing within a mobile preview window | |
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bool | Returns whether script is executing within a preview window | |
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bool | Returns whether script is executing within a vulkan preview window | |
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bool | ||
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bool | Returns true if this world is a preview game world (editor or game) | |
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bool | Returns true if the game net driver exists and is a client and the demo net driver exists and is a server. | |
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bool | Returns true if we are currently recording a replay | |
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bool | ||
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bool | IsStreamingLevelBeingConsidered
(
ULevelStreaming* StreamingLevel |
Returns true if StreamingLevel is part of the levels being considered for update |
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void | ||
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bool | IsTraceHandleValid
(
const FTraceHandle& Handle, |
See if TraceHandle is still valid or not |
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bool | ||
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bool | IsWorldOrExternalActorPackage
(
UPackage* Package |
Given a package, return if package contains UWorld or External Actor |
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AWorldSettings * | Returns the AWorldSettings actor associated with this world. | |
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bool | LineTraceMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using a specific channel and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | LineTraceMultiByObjectType
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using object types and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | LineTraceMultiByProfile
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | LineTraceSingleByChannel
(
FHitResult& OutHit, |
Trace a ray against the world using a specific channel and return the first blocking hit |
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bool | LineTraceSingleByObjectType
(
FHitResult& OutHit, |
Trace a ray against the world using object types and return the first blocking hit |
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bool | LineTraceSingleByProfile
(
FHitResult& OutHit, |
Trace a ray against the world using a specific profile and return the first blocking hit |
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bool | LineTraceTestByChannel
(
const FVector& Start, |
Trace a ray against the world using a specific channel and return if a blocking hit is found. |
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bool | LineTraceTestByObjectType
(
const FVector& Start, |
Trace a ray against the world using object types and return if a blocking hit is found. |
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bool | LineTraceTestByProfile
(
const FVector& Start, |
Trace a ray against the world using a specific profile and return if a blocking hit is found. |
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bool | Start listening for connections. | |
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void | LoadSecondaryLevels
(
bool bForce, |
Called after GWorld has been set. |
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void | MarkActorComponentForNeededEndOfFrameUpdate
(
UActorComponent* Component, |
Mark a component as needing an end of frame update |
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void | Marks this world and all objects within as pending kill | |
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void | ModifyLevel
(
ULevel* Level |
Transacts the specified level the correct way to modify a level as opposed to calling Level->Modify. |
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void | NavigateTo
(
FIntVector InLocation |
Sets world origin at specified position and stream-in all relevant levels |
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void | NotifyOfBlueprintDebuggingAssociation
(
UBlueprint* Blueprint, |
Notifies the world of a blueprint debugging reference |
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void | NotifyPostRegisterAllActorComponents
(
AActor* Actor |
Broadcast an OnPostRegisterAllActorComponents event. |
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void | NotifyPreUnregisterAllActorComponents
(
AActor* Actor |
Broadcast an OnPreUnregisterAllActorComponents event. |
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FOnAllLevelsChangedEvent & | Returns the AllLevelsChangedEvent member. | |
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FOnLevelsChangedEvent & | Returns the LevelsChangedEvent member. | |
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void | OnPostGC () |
Clean up any material parameter collection instances which have had their collections destroyed |
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FOnTickFlushEvent & | ||
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FOnTickFlushEvent & | ||
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FOnNetTickEvent & | ||
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FOnSelectedLevelsChangedEvent & | Returns the SelectedLevelsChangedEvent member. | |
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FOnNetTickEvent & | Network Tick events | |
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FOnNetTickEvent & | OnTickFlush () |
|
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FWorldPartitionInitializedEvent & | ||
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FWorldPartitionUninitializedEvent & | ||
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bool | OverlapAnyTestByChannel
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking or overlapping shape is found |
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bool | OverlapAnyTestByObjectType
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using object types, and return if any overlap is found |
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bool | OverlapAnyTestByProfile
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking or overlap is found |
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bool | OverlapBlockingTestByChannel
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking overlap is found |
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bool | OverlapBlockingTestByProfile
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking overlap is found |
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bool | OverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using a specific channel, and determine the set of components that it overlaps |
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bool | OverlapMultiByObjectType
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using object types, and determine the set of components that it overlaps |
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bool | OverlapMultiByProfile
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using a specific profile, and determine the set of components that it overlaps |
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void | Examine all streaming levels and determine which ones should be considered. | |
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void | Finalize initialization of all world subsystems | |
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bool | PreLoginCheckError
(
UNetConnection* Connection, |
Log error and close connection for prelogin failures. |
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void | PreLoginComplete
(
const FString& ErrorMsg, |
Check GameMode PreLogin results and welcome player if needed. |
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void | PreLoginCompleteSplit
(
const FString& ErrorMsg, |
Check GameMode PreLogin results for split screen player joins. |
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void | PrepareMapChange
(
const TArray< FName >& LevelNames |
Asynchronously loads the given levels in preparation for a streaming map transition. |
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void | ProcessLevelStreamingVolumes
(
FVector* OverrideViewLocation |
Issues level streaming load/unload requests based on whether local players are inside/outside level streaming volumes. |
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void | Propagates a change to the active lighting scenario. | |
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void | PurgeScene () |
Recreate the editor world's FScene with a null scene interface to drop extra GPU memory during PIE |
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bool | QueryOverlapData
(
const FTraceHandle& Handle, |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated |
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bool | QueryTraceData
(
const FTraceHandle& Handle, |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated |
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void | RecreateScene
(
ERHIFeatureLevel::Type InFeatureLevel, |
|
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void | Called when level property has changed It refreshes any streaming stuff | |
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void | RefreshStreamingLevels
(
const TArray< class ULevelStreaming* >& InLevelsToRefresh |
Called when a specific set of streaming levels need to be refreshed |
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void | RegisterAutoActivateCamera
(
ACameraActor* CameraActor, |
Register a CameraActor that auto-activates for a PlayerController. |
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void | ReInitWorld () |
Calls CleanupWorld and InitWorld, while handling preservation of StreamingLevels and WorldInitialization values Gives a warning and does nothing if IsInitialized is not currently true. |
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void | Releases PhysicsScene manually | |
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bool | RemapCompiledScriptActor
(
FString& Str |
Given a level script actor, modify the string such that it points to the correct instance of the object. |
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void | RemoveActor
(
AActor* Actor, |
Removes the passed in actor from the actor lists. |
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void | RemoveController
(
AController* Controller |
Removes the passed in controller from the linked list of controllers. |
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void | RemoveFromWorld
(
ULevel* Level, |
Dissociates the passed in level from the world. The removal is blocking. |
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bool | RemoveLevel
(
ULevel* InLevel |
Remove a level from the level list. |
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void | RemoveMovieSceneSequenceTickHandler
(
FDelegateHandle InHandle |
Removes a tick handler for sequences |
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void | RemoveNetworkActor
(
AActor* Actor |
Removes the passed in actor to from special network actor list |
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void | RemoveOnActorDestroyededHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorDestroyed events |
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void | RemoveOnActorPreSpawnInitialization
(
FDelegateHandle InHandle |
Remove a listener for OnActorPreSpawnInitialization events |
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void | RemoveOnActorRemovedFromWorldHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorRemovedFromWorld events |
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void | RemoveOnActorSpawnedHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorSpawned events |
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void | RemoveOnFeatureLevelChangedHandler
(
FDelegateHandle InHandle |
Remove a listener for OnFeatureLevelChanged events |
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void | Remove a listener for OnPostRegisterAllActorComponents events | |
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void | Remove a listener for OnPreUnregisterAllActorComponents events | |
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void | RemovePhysicsVolume
(
APhysicsVolume* Volume |
Removes a physics volume from the list of those in the world. |
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FString | RemovePIEPrefix
(
const FString& Source, |
Given a string, return that string with any PIE prefix removed. |
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void | RemovePostProcessVolume
(
IInterface_PostProcessVolume* InVolume |
Removes a post process volume from the world |
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bool | RemoveStreamingLevel
(
ULevelStreaming* StreamingLevelToRemove |
Remove a streaming level to the list of streamed levels to consider. |
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bool | RemoveStreamingLevelAt
(
int32 IndexToRemove |
Remove a streaming level to the list of streamed levels to consider. |
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int32 | RemoveStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToRemove |
Remove multiple streaming levels to the list of streamed levels to consider. |
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void | RenameToPIEWorld
(
int32 PIEInstanceID |
Rename this world such that it has the prefix on names for the given PIE Instance ID |
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void | RequestNewWorldOrigin
(
FIntVector InNewOriginLocation |
Request to translate world origin to specified position on next tick |
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bool | Accessor for bRequiresHitProxies. | |
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void | RestoreScene () |
Restore the purged editor world FScene back to the proper GPU representation |
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void | RunTickGroup
(
ETickingGroup Group, |
Run a tick group, ticking all actors and components |
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void | SeamlessTravel
(
const FString& InURL, |
Seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. |
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void | SelectLevel
(
ULevel* InLevel |
Flag a level as selected. |
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void | Send all render updates to the rendering thread. | |
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bool | ServerTravel
(
const FString& InURL, |
Jumps the server to new level. |
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void | SetActiveLevelCollection
(
int32 LevelCollectionIndex |
Sets the level collection and its context on this world. |
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void | SetAllowDeferredPhysicsStateCreation
(
bool bAllow |
|
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void | SetAudioDevice
(
const FAudioDeviceHandle& InHandle |
|
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bool | SetCurrentLevel
(
ULevel* InLevel |
Set the CurrentLevel for this world. Set the CurrentLevel for this world. |
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void | SetDemoNetDriver
(
UDemoNetDriver*const InDemoNetDriver |
Sets the demo net driver for this world. |
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void | SetFeatureLevel
(
ERHIFeatureLevel::Type InFeatureLevel |
|
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void | SetGameInstance
(
UGameInstance* NewGI |
Sets the owning game instance for this world |
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bool | SetGameMode
(
const FURL& InURL |
Spawns GameMode for the level. |
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void | SetGameState
(
AGameStateBase* NewGameState |
Sets the current GameState instance on this world and the game state's level collection. |
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void | SetMapNeedsLightingFullyRebuilt
(
int32 InNumLightingUnbuiltObjects, |
Sets NumLightingUnbuiltObjects to the specified value. |
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void | Used to indicate a UMaterialParameterCollectionInstance needs a deferred update | |
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void | SetNavigationSystem
(
UNavigationSystemBase* InNavigationSystem |
Set the pointer to the Navigation System instance. |
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void | SetNetDriver
(
UNetDriver* NewDriver |
Sets the net driver to use for this world |
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bool | SetNewWorldOrigin
(
FIntVector InNewOriginLocation |
Translate world origin to specified position |
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void | SetPhysicsScene
(
FPhysScene* InScene |
Set the physics scene to use by this world |
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void | SetPlayInEditorInitialNetMode
(
ENetMode InNetMode |
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void | SetSeamlessTravelMidpointPause
(
bool bNowPaused |
This function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case) |
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void | SetSelectedLevels
(
const TArray< class ULevel* >& InLevels |
Set the selected levels from the given array (Clears existing selections) |
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void | SetShouldForceUnloadStreamingLevels
(
bool bInShouldForceUnloadStreamingLevels |
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void | SetShouldForceVisibleStreamingLevels
(
bool bInShouldForceVisibleStreamingLevels |
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void | SetShouldTick
(
const bool bInShouldTick |
Sets whether or not this world is ticked by the engine, but use it at your own risk! This could have unintended consequences if used carelessly. |
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void | SetStreamingLevels
(
TArray< ULevelStreaming* >&& StreamingLevels |
Replace the streaming levels array |
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void | SetStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevels |
Replace the streaming levels array |
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void | Creates instances for each parameter collection in memory. Called when a world is created. | |
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void | SetupPhysicsTickFunctions
(
float DeltaSeconds |
Set up the physics tick function if they aren't already |
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void | SetWorldDataLayers
(
AWorldDataLayers* NewWorldDataLayers |
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bool | ShouldTick () |
Returns whether or not this world is currently ticking. See SetShouldTick. |
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void | ShrinkLevel () |
Shrink level elements to their minimum size. |
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T * | SpawnActor
(
const FActorSpawnParameters& SpawnParameters |
Templated version of SpawnActor that allows you to specify a class type via the template type |
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T * | SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify the rotation and location in addition class type via parameter while the return type is a parent class of that type |
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AActor * | SpawnActor
(
UClass* InClass, |
Spawn Actors with given transform and SpawnParameters |
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T * | SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify whole Transform class type via parameter while the return type is a parent class of that type |
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T * | SpawnActor
(
FVector const& Location, |
Templated version of SpawnActor that allows you to specify location and rotation in addition to class type via the template type |
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AActor * | SpawnActor
(
UClass* Class, |
Spawn Actors with given transform and SpawnParameters |
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T * | SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify the class type via parameter while the return type is a parent class of that type |
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T * | SpawnActorAbsolute
(
UClass* Class, |
Templated version of SpawnActorAbsolute that allows you to specify whole absolute Transform class type via parameter while the return type is a parent class of that type |
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T * | SpawnActorAbsolute
(
FVector const& AbsoluteLocation, |
Templated version of SpawnActorAbsolute that allows you to specify absolute location and rotation in addition to class type via the template type |
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AActor * | SpawnActorAbsolute
(
UClass* Class, |
Spawn Actors with given absolute transform (override root component transform) and SpawnParameters |
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T * | SpawnActorDeferred
(
UClass* Class, |
Spawns given class and returns class T pointer, forcibly sets world transform (note this allows scale as well). |
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ABrush * | SpawnBrush () |
Spawns a Brush Actor in the World |
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void | Begin physics simulation | |
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FString | StripPIEPrefixFromPackageName
(
const FString& PackageName, |
Given a PackageName and a prefix type, get back to the original package name (i.e. the saved map name) |
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bool | Returns whether the world supports for a client to use "making invisible" transaction requests to the server. | |
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bool | Returns whether the world supports for a client to use "making visible" transaction requests to the server. | |
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bool | SweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | SweepMultiByObjectType
(
TArray< struct FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using object types (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | SweepMultiByProfile
(
TArray< FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
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bool | SweepSingleByChannel
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using a specific channel |
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bool | SweepSingleByObjectType
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using object types |
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bool | SweepSingleByProfile
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using a specific profile |
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bool | SweepTestByChannel
(
const FVector& Start, |
Sweep a shape against the world using a specific channel and return if a blocking hit is found. |
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bool | SweepTestByObjectType
(
const FVector& Start, |
Sweep a shape against the world using object types and return if a blocking hit is found. |
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bool | SweepTestByProfile
(
const FVector& Start, |
Sweep a shape against the world using a specific profile and return if a blocking hit is found. |
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void | Tick
(
ELevelTick TickType, |
Update the level after a variable amount of time, DeltaSeconds, has passed. |
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void | TickNetClient
(
float DeltaSeconds |
Do per frame tick behaviors related to the network driver |
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double | TimeSince
(
double Time |
Helper for getting the time since a certain time. |
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void | TransferBlueprintDebugReferences
(
UWorld* NewWorld |
Transfers the set of Kismet / Blueprint objects being debugged to the new world that are not already present, and updates blueprints accordingly |
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void | Triggers a call to ULevel::BuildStreamingData(this,NULL,NULL) within a few seconds. | |
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void | UpdateActorComponentEndOfFrameUpdateState
(
UActorComponent* Component |
Updates an ActorComponent's cached state of whether it has been marked for end of frame update based on the current state of the World's NeedsEndOfFrameUpdate arrays |
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void | Purges all sky capture cached derived data and forces a re-render of captured scene data. | |
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void | Updates all physics constraint actor joint locations. | |
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bool | UpdateCullDistanceVolumes
(
AActor* ActorToUpdate, |
Updates cull distance volumes for a specified component or a specified actor or all actors |
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void | Updates sub-levels (load/unload/show/hide) using streaming levels current state | |
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void | UpdateParameterCollectionInstances
(
bool bUpdateInstanceUniformBuffers, |
Updates this world's scene with the list of instances, and optionally updates each instance's uniform buffer. |
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void | UpdateStreamingLevelPriority
(
ULevelStreaming* StreamingLevel |
Inform the world that the streaming level has had its priority change and may need to be resorted if under consideration. |
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void | UpdateStreamingLevelShouldBeConsidered
(
ULevelStreaming* StreamingLevelToConsider |
Inform the world that a streaming level has had a potentially state changing modification made to it so that it needs to be in the StreamingLevelsToConsider list. |
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void | UpdateWorldComponents
(
bool bRerunConstructionScripts, |
Updates world components like e.g. line batcher and all level components. |
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bool | Returns true if this world should look at game hidden flags instead of editor hidden flags for the purposes of rendering | |
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void | WelcomePlayer
(
UNetConnection* Connection |
Welcome a new player joining this server. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | Called to finish destroying the object. | |
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void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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FPrimaryAssetId | Returns an Type:Name pair representing the PrimaryAssetId for this object. | |
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bool | IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network | |
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bool | Called to check if the object is ready for FinishDestroy. | |
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void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PostLoadAssetRegistryTags
(
const FAssetData& InAssetData, |
Performs fixup on loaded asset registry data. |
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void | PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
Called from within SavePackage on the passed in base/root object. |
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void | PreDuplicate
(
FObjectDuplicationParameters& DupParams |
Called before duplication. |
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void | PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
Called from within SavePackage on the passed in base/root object. |
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bool | Rename this object to a unique name, or change its outer. | |
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bool | ResolveSubobject
(
const TCHAR* SubObjectPath, |
Called to defer loading a subobject to its top-level container object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from FNetworkNotify
Type | Name | Description | |
---|---|---|---|
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void | NotifyAcceptedConnection
(
UNetConnection* Connection |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection |
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bool | NotifyAcceptingChannel
(
UChannel* Channel |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) |
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EAcceptConnection::Type | Notification that an incoming connection is pending, giving the interface a chance to reject the request | |
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void | NotifyControlMessage
(
UNetConnection* Connection, |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |
Classes
Type | Name | Description | |
---|---|---|---|
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FOnBeginPostProcessSettings | Called when the world computes how post process volumes contribute to the scene. | |
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FOnGameStateSetEvent |
Typedefs
Name | Description |
---|---|
FActorsInitializedParams | For backwards compatibility |
FBlueprintToDebuggedObjectMap | Map of blueprints that are being debugged and the object instance they are debugging. |
FOnMatchStarting | |
FOnWorldBeginPlay | |
FOnWorldInitializedActors | |
InitializationValues | Legacy for backwards compatibility. |
Constants
Name | Description |
---|---|
CleanupWorldGlobalTag | |
KeepInitializedDuringLoadTag | InitWorld usually has to be balanced with CleanupWorld. |
WorldTypePreLoadMap | A static map that is populated before loading a world from a package. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TEnumAsByte< ERHIFeatureLevel::Type > | FeatureLevel | FeatureLevel will be removed in the future from UWorld. Please use GetFeatureLevel or SetFeatureLevel instead |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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bool | Call IsInitialized instead. | |
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void | PostSaveRoot
(
bool bCleanupIsRequired |
Use version that takes FObjectPostSaveRootContext instead. |
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PRAGMA_DISABLE_DEPRECATION_WARNINGSbool | PreSaveRoot
(
const TCHAR* InFilename |
Use version that takes FObjectPreSaveRootContext instead. |
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APlayerController * | SpawnPlayActor
(
UPlayer* Player, |
Use SpawnPlayActor with FUniqueNetIdRepl |
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APlayerController * | SpawnPlayActor
(
UPlayer* Player, |
Use SpawnPlayActor with FUniqueNetIdRepl |